Posted: Thu Jan 09, 2020 5:45 am Post subject:
uc building assaulter and range
I gave assaulter= to an infantry to use on neutral structures with enemies inside, i hoped it would do the same sound effect that Tanya does when assaulting an enemy structure but instead no sound effect plays. is there a workaround to make the sound effect work?
also placed a sniper in a neutral structure but he gets a very low range when inside, i tried giving him an uc garrison weapon with a long range but he still gets a low range, is this hardcoded? QUICK_EDIT
Yes, UC has a Range= that's pretty much hardcoded, IIRC it changes based on which unit is at #1 so if your Sniper goes in first, then any troops afterwards will have the range of the Sniper _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
If you insist on letting snipers to man buildings, you could use the Specific Passengers logic (Ares) to allow only Snipers to man Outposts or high-rise buildings, for example. QUICK_EDIT
Yes, UC has a Range= that's pretty much hardcoded, IIRC it changes based on which unit is at #1 so if your Sniper goes in first, then any troops afterwards will have the range of the Sniper
even putting in just the sniper in the building he still gets a low range. QUICK_EDIT
Units inside garrisons use [CombatDamage] -> OccupyWeaponRange instead of the actual weapon range of OccupyWeapon. Most likely reason for this is that occupy weapons most likely work by assigning weapons to the building's primary weapon slot by cycling through them in a sequence. If any weapon in the sequence is unable to fire, the sequence breaks and it will stop firing. Range is not a problem since it is set to same value for every OccupyWeapon, but you can still run into issues with varying Warhead Verses / Projectile AG/AA configurations or weapons that have ParticleSystems attached to them.
Developers of the game didn't need this logic for many things, so they didn't probably pay too much attention to flexibility even when it was upgraded in transition from RA2 to YR. _________________ QUICK_EDIT
Units inside garrisons use [CombatDamage] -> OccupyWeaponRange instead of the actual weapon range of OccupyWeapon. Most likely reason for this is that occupy weapons most likely work by assigning weapons to the building's primary weapon slot by cycling through them in a sequence. If any weapon in the sequence is unable to fire, the sequence breaks and it will stop firing. Range is not a problem since it is set to same value for every OccupyWeapon, but you can still run into issues with varying Warhead Verses / Projectile AG/AA configurations or weapons that have ParticleSystems attached to them.
Developers of the game didn't need this logic for many things, so they didn't probably pay too much attention to flexibility even when it was upgraded in transition from RA2 to YR.
Ok so I would have to use a different warhead for the UC weapon? QUICK_EDIT
If you insist on letting snipers to man buildings, you could use the Specific Passengers logic (Ares) to allow only Snipers to man Outposts or high-rise buildings, for example.
What about the sound? why doesn't it make the "Tanya clear out building" sound when using assaulter= in a neutral building occupied by enemies? QUICK_EDIT
Units inside garrisons use [CombatDamage] -> OccupyWeaponRange instead of the actual weapon range of OccupyWeapon. Most likely reason for this is that occupy weapons most likely work by assigning weapons to the building's primary weapon slot by cycling through them in a sequence. If any weapon in the sequence is unable to fire, the sequence breaks and it will stop firing. Range is not a problem since it is set to same value for every OccupyWeapon, but you can still run into issues with varying Warhead Verses / Projectile AG/AA configurations or weapons that have ParticleSystems attached to them.
Developers of the game didn't need this logic for many things, so they didn't probably pay too much attention to flexibility even when it was upgraded in transition from RA2 to YR.
Ok so I would have to use a different warhead for the UC weapon?
Nope, there is no way to give UC weapons different range and make it work without problems, Starkku is just telling you what problem there will be. Give up on this idea. QUICK_EDIT
Units inside garrisons use [CombatDamage] -> OccupyWeaponRange instead of the actual weapon range of OccupyWeapon. Most likely reason for this is that occupy weapons most likely work by assigning weapons to the building's primary weapon slot by cycling through them in a sequence. If any weapon in the sequence is unable to fire, the sequence breaks and it will stop firing. Range is not a problem since it is set to same value for every OccupyWeapon, but you can still run into issues with varying Warhead Verses / Projectile AG/AA configurations or weapons that have ParticleSystems attached to them.
Developers of the game didn't need this logic for many things, so they didn't probably pay too much attention to flexibility even when it was upgraded in transition from RA2 to YR.
Ok so I would have to use a different warhead for the UC weapon?
Nope, there is no way to give UC weapons different range and make it work without problems, Starkku is just telling you what problem there will be. Give up on this idea.
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